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Split up and rename var/flags (#17794)
* Split up and rename `var/flags` * Various fixes * CL * Don't rename Phoron Guard phoron preset --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
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co-authored by
Cody Brittain
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06601c9ec3
@@ -234,7 +234,7 @@
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if(armor[type])
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AddComponent(/datum/component/armor, armor)
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break
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if(flags & HELDMAPTEXT)
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if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
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set_initial_maptext()
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check_maptext()
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@@ -520,7 +520,7 @@
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/obj/item/proc/pickup(mob/user)
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pixel_x = 0
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pixel_y = 0
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if(flags & HELDMAPTEXT)
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if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
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addtimer(CALLBACK(src, PROC_REF(check_maptext)), 1) // invoke async does not work here
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do_pickup_animation(user)
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@@ -710,7 +710,7 @@ var/list/global/slot_flags_enumeration = list(
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// override for give shenanigans
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/obj/item/proc/on_give(var/mob/giver, var/mob/receiver)
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if(flags & HELDMAPTEXT)
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if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
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check_maptext()
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//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
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@@ -784,7 +784,7 @@ var/list/global/slot_flags_enumeration = list(
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M.eye_blurry += rand(3,4)
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/obj/item/proc/protects_eyestab(var/obj/stab_item, var/stabbed = FALSE) // if stabbed is set to true if we're being stabbed and not just checking
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if((item_flags & THICKMATERIAL) && (body_parts_covered & EYES))
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if((item_flags & ITEM_FLAG_THICK_MATERIAL) && (body_parts_covered & EYES))
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return TRUE
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return FALSE
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@@ -1177,12 +1177,12 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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/obj/item/throw_at()
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..()
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if(flags & HELDMAPTEXT)
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if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
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check_maptext()
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/obj/item/dropped(var/mob/user)
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..()
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if(flags & HELDMAPTEXT)
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if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
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check_maptext()
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// used to check whether the item is capable of popping things like balloons, inflatable barriers, or cutting police tape.
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